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Hulk Smash!
Jul 14, 2004



"M'Sentient"

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Hulk Smash!
Jul 14, 2004

alg posted:

this loving owns

can't wait to play a Verpine

well, design a verpine :smith:

:smith::hf::smith: All these books and no one to play with.

Hulk Smash!
Jul 14, 2004

The Scoundrel bought a fixer-upper and flipped it to the Governor. Unfortunately, he used really, really substandard parts and labor and now the thing's a money-pit. The Governor wants his money back plus interest.

Hulk Smash!
Jul 14, 2004

Servetus posted:

Nope.

Well technically if you have a buddy in that system they can message you on holonet before you set out; I don''t know if you can send or receive holonet messages in hyperspace.
According to the Über nerds at Wookipedia, maybe?

quote:

In addition to navigational hazards, there was also the difficulty inherent in communicating with a starship while traveling at hyperspeed. Since ships in hyperspace did not exist, in a conventional sense, they were largely cut off from conventional radio or subspace communication, since wavelengths of any signal would be massively distorted even if they reached the vessel. Hypercomm signals could reach a vessel in hyperspace, however it was very difficult to communicate in even this fashion unless the signal was sent from one end or the other of the traveling ship's course, or between ships on the same course.

The same difficulties presented to communication also applied to sensors; it was nearly impossible to maintain sensor lock on a vessel in hyperspace, which made escape to lightspeed a very robust retreat option in most engagements. The only option available for pursuit was generally to plot several courses along the target's last known vector, and try to guess where the ship would come out of hyperspace for course corrections. This was generally a losing strategy, of course, since most ships wishing to avoid pursuit would plot a short jump, followed by a longer one to the destination at a different vector before enemies could arrive. The best option was to place a homing beacon on the enemy ship, but at large distances only HoloNet-equipped tracking devices were useful, and these were fantastically expensive.

An interesting phenomenon associated with hyperspace travel was Cronau radiation. This was a short, but powerful burst of radiation which was generated when a ship entered and left hyperspace. It could be detected by properly aligned sensors from a few light-seconds away, often well outside normal sensor radius. This was how the Rebel base on Hoth was able to prepare for the oncoming attack when Admiral Ozzel mistakenly took the Executor and its battle fleet out of hyperspace too close to the system, rather than approaching stealthily from outside the system.

Hulk Smash!
Jul 14, 2004

For what it's worth, the WEG RPG lists the Death Star's hyperdrive as "x4" (x3 for the 2nd DS). A standard hyperdrive is x1, meaning that a journey listed as taking, say, 1 week, takes... 1 week for standard hyperdrives. The DS one would take 4 weeks for the same journey. The Falcon has a .5 hyperdrive and does it in half the time.

Hulk Smash!
Jul 14, 2004

How are these rolls likely to work? I'd say you could justifiably make it harder to get Vader to stop force-choking you than, say, getting Wicket to put down his spear.

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Hulk Smash!
Jul 14, 2004

Sgt. Anime Pederast posted:

Also, they just bought a used starship without searching it, what's the absolute worst thing they could find aboard in a secret compartment?

Darth Vader's teenage diary.

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